Here's a smallish 3-atrium 1v1 map I've been playing with for a few days, I'd like to hear some thoughts on the gameplay/layout/item placement, as well as stuff like TP exit placement.

Screenshots:
This is a common point that most people have made and I'll have to agree with it - even though there are height differences a decent chunk of the time was spent fighting horizontally across a hallway.mrd wrote:Tried a 1-on-1 with a bot for about five minutes and right away it felt just a little on the large side for 1v1.
Are you using vq3? I'm not sure about this one - the target_positions are in the direction you're supposed to travel, and a full 64 units above the destination floor.mrd wrote:The jump-pads all kinda suck, give them a bit more gusto. The JP from the red armor I had to hit about 4 times before I was just barely able to ledge up (is that on purpose?) and the one near the YA isn't much better.
I wanted both the MH and RA areas to have a trap aspect to them, but my reasoning behind the TP's was to give the person who grabs the item a number of choices of exit. With the RA - you have a choice between turning around, going up a tall JP (dangerous), and hopping over a pit of lava to get to a somewhat safer TP exit (you have some cover with the columns). I think that the JP is -too- tall, and that the TP isn't risky enough to discourage its use - I'm actually not sure how well my implementation of the idea would play out in actual human games (or if the idea is even interesting). I like the idea of having a trap of some sort though.mrd wrote:I didn't really like the teleporters, either of them. The one near the RA defeats the purpose of risk vs. reward aspect that is usually inherent to those areas in 1v1 maps. ... To say it another way, make both (or all!) walls have that little trap aspect that might force you down there. ...
mrd wrote:*Curved hallway suggestion*
I agree and nice idea! I might try that out...mrd wrote:Lava pit is odd/RG and YA connection
Yeah, VQ3. They seemed very weak. Not too sure what could be causing this if you say they are 64 units above...Kaz wrote: Are you using vq3? I'm not sure about this one - the target_positions are in the direction you're supposed to travel, and a full 64 units above the destination floor.
Well, if you want to keep a TP, I suggest making it harder to get to. In my games, I made the jump every time. Didn't seem like a risk at all, just an easy way out with +100 armor. Maybe make it a bit higher up or further away, or both (or get rid of itKaz wrote: I'm actually not sure how well my implementation of the idea would play out in actual human games (or if the idea is even interesting). I like the idea of having a trap of some sort though.
Essentially yeah, but a bit smaller in scale. Just a quick, easily-accessed route (like I said, maybe only from one side) that could enable a bit of gun-play.Kaz wrote: Are you suggesting a setup ala q3dm6's RG ledge? I'll keep that in mind when I'm reworking things.
I see this issue the same way.dichtfux wrote:I never liked the idea of teleporters near important items like RA. Some cpm maps have this and it's the only thing I found strange about these maps.
I mean what's the point? The guy who grabbed the powerful stuff can 1) escape easily and 2) surprise people who are near the tele exit.